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Immersive Virtual Reality in Education 1
A Structural Equation Modeling Investigation of the Emotional Value of Immersive
Virtual Reality in Education.
Guido Makransky1, Lau Lilleholt1
1. University of Copenhagen
Corresponding Author: Guido Makransky, University of Copenhagen
Address: Øster Farimagsgade 2A, DK-1353 Copenhagen K, Denmark +45 (31338511)
Abstract
Virtual reality (VR) is projected to play an important role in education by increasing student
engagement and motivation. However, little is known about the impact and utility of immersive VR
for administering e-learning tools, or the underlying mechanisms that impact learners’ emotional
processes while learning. This paper explores whether differences exist with regard to using either
immersive or desktop VR to administer a virtual science learning simulation. We also investigate
how the level of immersion impacts perceived learning outcomes using structural equation
modeling (SEM). The sample consisted of 104 university students (39 females). Significantly
higher scores were obtained on 11 of the 13 variables investigated using the immersive VR version
of the simulation, with the largest differences occurring with regard to presence and motivation.
Furthermore, we identified a model with two general paths by which immersion in VR impacts
perceived learning outcomes. Specifically, we discovered an affective path in which immersion
predicted presence and positive emotions, and a cognitive path in which immersion fostered a
positive cognitive value of the task in line with the control value theory of achievement emotions
(CVTAE).
Keywords: virtual reality, emotions, simulations, presence, CVTAE, structural equation modeling.
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Guido Makransky is an associate professor at the Department of Psychology at the University of
Copenhagen, and the leader of the VR Learning Lab a research group that specializes in applying
scientific principles to investigate the role of immersive technology in educational psychology.
Lau Lilleholt is a graduate student at the Department of Psychology at the University of
Copenhagen. His primary research interests are behavioral economics, leadership and learning.
Conflict of Interest: There are no conflicts of interest to report related to this paper.
Funding: This study was funded by Innovation Fund Denmark.
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1. Introduction
Many business analyses and reports (e.g., Belini et al., 2016; Greenlight & Roadtovr, 2016),
predict that virtual reality (VR) could be the biggest future computing platform of all time.
Furthermore, over $4 billion has been invested in VR start-ups since 2010 (Benner & Wingfield,
2016) with the expectation that VR could revolutionize the entertainment, gaming, and education
industries (e.g. Blascovich & Bailenson, 2011; Standen & Brown, 2006; Taylor & Disinger, 1997).
All of the attention surrounding VR in mainstream media, as well as investment by large technology
companies like Apple, Facebook, Google, Microsoft, and Samsung, indicates that VR will be used
for many applications including learning. Several educational simulations already exist – including
Google’s simulation software Expedition which allows students to go on virtual fieldtrips, and
NASA’s PlayStation VR demo that allows operators to practice using robotic arms – and many
more are on the way (Dredge, 2016; Singer, 2015). Given this emerging trend, it is important to
gain a better understanding of the utility and impact of VR when it is applied in an educational
context. The emotional impact of immersion is one important factor to consider when investigating
the utility of VR. This is important because VR fosters a higher level of immersion than standard
media, which in turn could facilitate learning through positive emotions such as enjoyment (e.g.,
Picard et. al., 2004). According to The Control Value Theory of Achievement Emotions (CVTAE;
Pekrun, 2000), this is possible to the extent that added immersion fosters appraisals of control and
positive value for the task and object of learning. However, there is limited empirical evidence of
the affective value of immersive VR, and even less research that investigates the psychological
process by which added immersion impacts students’ interest and motivation, or whether it could
facilitate self-regulation and performance in the learning process.
In order to fully understand how learners process a virtual environment (VE), it is necessary
to consider their emotional responses to this environment (Plass & Kaplan, 2016). This is especially
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important when designing educational material, as an understanding of the underlying mechanisms
that impact learners’ perceptions and motivations can guide the optimal development of VR
learning simulations which incorporate emotional considerations that can lead to increased use and
better cognitive outcomes (i.e. learning). Consequently, the main objectives of this study are to: A)
Investigate the emotional value of an immersive VR science simulation as compared to a desktop
VR version of the simulation; and B) use structural equation modeling (SEM) to investigate the
process by which the level of immersion in a VR simulation impacts non-cognitive outcomes
including satisfaction, perceived learning, and intentions to use the simulation.
1.1 Existing definitions and types of VR
According to Burdea and Coiffet (1994) VR can be defined as “a high end user interface that
involves real-time simulation and interaction through multiple sensorial channels”. Similarly, Lee
and Wong (2014) argue that VR is a way of simulating or replicating an environment which a
person can explore and interact with. Furthermore, Biocca (1992) defined virtual reality as ‘‘an
environment created by a computer or other media, an environment in which the user feels present”.
Although these three definition vary somewhat, they all emphasize that VR is a way of simulating
or replicating an environment.
Currently, several different VR systems exist, including cave automatic virtual environment
(CAVE), head mounted displays (HMD) and desktop VR. CAVE is a projection-based VR system
with display-screen faces surrounding the user (Cruz-Neira, Sandin, DeFanti, Kenyon, & Hart,
1992). As the user moves around within the bounds of the CAVE, the correct perspective and stereo
projections of the VE are displayed on the screens. The user wears 3D glasses inside the CAVE to
see 3D structures created by the CAVE, thus allowing for a very lifelike experience. HMD usually
consist of a pair of head mounted goggles with two LCD screens portraying the VE by obtaining the
user´s head orientation and position from a tracking system (Sousa Santos et al. 2008). HMD may
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present the same image to both eyes (monoscopic), or two separate images (stereoscopic) making
depth perception possible. Like the CAVE, HMD offers a very realistic and lifelike experience by
allowing the user to be completely surrounded by the VE. As opposed to CAVE and HMD, desktop
VR does not allow the user to be surrounded by the VE. Instead desktop VR enables the user to
interact with a VE displayed on a computer monitor using keyboard, mouse, joystick or touch
screen (Lee & Wong, 2014; Lee, Wong, & Fung, 2010). According to Cummings and Bailenson
(2016), the immersiveness of VR is largely dependent on system configurations or specifications, as
opposed to aspects of the mediated content itself. Accordingly, Cummings and Bailenson (2016)
argue that immersion can be regarded as an objective measure of the extent to which the VR system
presents a vivid VE while shutting out physical reality. By this account, VR systems such as CAVE
and HMD which effectively shut out the physical reality while offering high fidelity can be
characterized as immersive VR. On the other hand, VR systems such as desktop VR, which have
little or no ability to shut out the physical reality and offer limited fidelity, can be characterized as
non-immersive VR.
1.2 Existing research about the impact of immersive VR
Several studies have found that desktop VR simulations can have a positive impact on
cognitive (e.g., Lee & Wong, 2014; Bonde et al.,, 2014), and non-cognitive (e.g., Makransky et al.,,
2016a,b; Thisgaard & Makransky; 2017) outcomes. Results from a recent meta-analysis suggest
that students who receive a combination of non-immersive VR and traditional teaching outperform
students who either receive traditional teaching, 2-D images or no treatment (Merchant, Goetz,
Cifuentes, Keeney-Kennicutt, & Davis, 2014). However, early research into the effectiveness of
using immersive VR in education has been inconclusive. Several studies have found immersive
virtual training procedures to produce positive cognitive outcomes in a number of settings including
engineering (Alhalabi, 2016), military (Webster, 2016) and robotic surgery (Bric, Lumbard,
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Frelich, & Gould, 2015). For instance, Alhalabi (2016) compared traditional teaching with an
immersive learning environment presented via a Corner CAVE System (CCS) or HMD. In this
study Alhalabi (2016) reported that engineering students learn significantly more about astronomy,
transportation, networking and inventors when using an immersive learning environment presented
via either CCS or HMD, as compared with traditional teaching. Similarly, Webster (2016)
compared lecture-based and immersive VR-based multimedia instruction in terms of declarative
knowledge acquisition in a military setting. The results from this study indicate that military
personnel learn significantly more about corrosion prevention and control principles and theory
when using an immersive VR simulation presented via HMD as compared to a traditional lecture
with PowerPoint slides. Furthermore, through a review of the existing literature Bric et al. (2015)
concluded that training with immersive VR simulations (e.g. the Da Vinci surgical simulator)
significantly improves basic robotic surgical skills. On the other hand, other studies that have tested
whether immersive VR lead to better cognitive outcomes compared to desktop VR have found
neutral or negative results. For instance, Moreno and Mayer (2002) compared the results of an
immersive VR and a desktop VR simulation while sitting and walking. Two separate experiments
were conducted in which students were asked to use either an immersive VR or a desktop VR
simulation designed to teach students about botany. The desktop VR and the immersive VR
simulation were identical in terms of content and differed only in terms of mediation and controls.
In each of the two experiments Moreno and Mayer (2002) found that the immersive VR simulation
did not increase performance on measures of retention and transfer (i.e. learning). Similarly, Stepan
et al., (2017) found that medical students do not learn more about neuroanatomy when watching a
3D video and interacting with a 3D model of the human brain in an immersive VE presented via
HMD as compared to reading online text books for the same duration of time. Finally, Makransky
Terkildsen, and Mayer (2017) found that immersive VR lead to higher levels of presence but less
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learning. The study also found that the immersive VR condition lead to higher cognitive load which
was measured using EEG. The authors suggest that specific the affordances of the media, and the
factors that influence learning should be considered in designing learning content for immersive
VR.
The limited and inconclusive results suggest that there are many factors that can play a role
in how immersive VR leads to educational outcomes. Therefore, from an instructional design
perspective it is important to understand the process by which learners interact with a VE, and how
this leads to educational outcomes. Furthermore, although immediate cognitive outcomes are
relevant to determine the immediate value of an educational intervention, non-cognitive outcomes
such as emotions (Plass & Kaplan, 2016) intrinsic motivation (Ryan & Deci, 2000), enjoyment, and
intrinsic value of the learning activity (Pekrun, 2006) have all been shown to have long-term
positive effects on learning and transfer. Consequently, non-cognitive outcomes may be more
relevant for determining the ultimate value of immersive VR based on the expectation that positive
emotions and the intrinsic value of the tool will lead to more use and ultimately higher long-term
cognitive outcomes. Therefore, the approach used in this study is to investigate the process by
which the level of immersion through technology impacts non-cognitive and perceived learning
outcomes.
1.3 Virtual simulations in training and education
One field where immersive VR could play a particularly central role is virtual simulations
used for training and education (Bodekaer, 2015). Most areas of industry need highly skilled
employees. Many of these skills require mastery through intensive repeated practice, training, and
hands-on practical experience, which are often both time-consuming and expensive. Virtual
learning simulations are practical and economical, and can supplement or be an alternative to real-
life skills training (e.g. Herrmann-Werner et al., 2013; Issenberg, 1999; McGaghie, Issenberg,
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Petrusa, & Scalese, 2010; National Research Council, 2011). Furthermore, virtual learning
simulations provide students and trainees with cost-effective and elaborate teaching methods that
enhance both cognitive and non-cognitive outcomes (Bonde et al.,, 2014; Makransky et al.,
2016a,b). By learning and training in a VE, students and trainees can practice uncommon scenarios
and time-consuming work whenever the need arises, without having to wait for the correct
materials. In comparison, if trainees had to acquire the same amount of practical experience using
traditional real-world training methods, the cost would far exceed that of using a virtual learning
simulation. Several meta-analyses and empirical studies investigating the efficiency of simulations
have shown that overall, the use of simulations results in at least as good or better cognitive
outcomes and attitudes toward learning than do more traditional teaching methods (Bayraktar,
2000; Rutten, Van Joolingen, & Van Der Veen, 2012; Smetana & Bell, 2012; Vogel et al., 2006).
However, a recent report concludes that there are still many questions that need to be answered
regarding the value of simulations in education (National Research Council, 2011). In the past,
virtual learning simulations were primarily accessed through desktop VR. With the increased use of
immersive VR it is now possible to obtain a much higher level of immersion in the virtual world,
which enhances many virtual experiences (Blascovich & Bailenson, 2011). However, empirical
research is needed to investigate if an immersive VR will enhance the benefits of virtual learning
simulations.
1.4. Theory and predictions
Recent advances in motivational theory (Renninger & Hidi, 2016; Wentzel & Miele, 2016)
suggest that an understanding of how to harness the emotional appeal of e-learning tools is a central
issue for learning and instruction, since research shows that initial situational interest can be a first
step in promoting learning (Renninger & Hidi, 2016). Furthermore, a learner's emotional reaction to
instruction can have a great influence on academic achievement (Pekrun, 2016). There are several
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educational theories that describe the affective, emotional, and motivational factors that play a role
in multimedia learning which are relevant for understanding the role of immersion in VR learning
environments. Some theories, such as the cognitive-affective theory of learning with media
(Moreno & Mayer, 2007), and the integrated cognitive affective model of learning with multimedia
(ICALM; Plass & Kaplan, 2016), include general emotional factors; but they do not describe
specific emotional or motivational constructs and their relationships in detail. One theory that
provides a more detailed description of the emotional process during learning is CVTAE (Pekrun,
2000). CVTAE posits that learning can be facilitated through positive achievement emotions such
as enjoyment (Pekrun, 2006; Pekrun & Stephens, 2010). According to CVTAE, enjoyment arises to
the extent that instructional design elicits and promotes appraisal of control and intrinsic value for
the educational content (Plass & Kaplan, 2016). Consequently, enjoyment can be predicted to be the
strongest when high intrinsic value is combined with an appraisal that the learning activity is
sufficiently controllable (Pekrun, 2006 p. 323). CVTAE highlights two design features as crucial for
instructional design. The first is to give the learner a sense of autonomy (Pekrun & Stephens, 2010).
The second is to evoke intrinsic value for the task and object of learning (Pekrun, 2006).
Establishing both autonomy and intrinsic value instructional designs can reduce the amount of
negative emotions, such as anger and frustration, and facilitate enjoyment (Plass & Kaplan, 2016).
As such, intrinsic motivation and enjoyment are important affective factors with regard to the
process of learning. Furthermore, cognitive factors such as the appraisal of cognitive benefits and
the amount of control or autonomy also play an important role in the learning process.
To further understand how immersive VR technology can facilitate learning, it is necessary
to build on the CVTAE with a conceptual framework that incorporates the relevant constructs and
possible relationships that play a role in the learning process while using VR technology. There
have been several models developed specifically for learning within VEs. Using a different
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approach based on media technology models, (Lee et al. 2010) developed and tested a framework
that specifies the causal relationships between factors that play a role in desktop VR-based learning
environments. The framework is based on (Salzman, Dede, Loftin, & Chen, 1999) and technology-
mediated learning models of Alavi and Leidner (2001); Piccoli, Ahmad, and Ives, (2001); and Wan,
Fang, and Neufeld (2007). The framework used in the current study is grounded on CVTAE, and
the model by Lee et al. (2010). Figure 1 illustrates the framework of the a priori model that
describes the hypothesized relationships between the variables used in this study. Lee et al. (2010)
have shown that most of these variables play a role in the learning process when using a desktop
VR platform; but our model includes the addition of immersive/desktop VR, and a distinction
between affective and cognitive variables based on CVTAE. In the a priori model presented in
Figure 1 we predict that the level of immersion in a science simulation (immersive/ desktop VR)
will predict VR features and usability. These will in turn predict the affective as well as the
cognitive variables, which will predict the perceived learning outcomes. Below, we provide a quick
introduction to and description of the relevance of the variables that are used in the model; a more
detailed overview can be found in (Lee et al., 2010; Salzman et al., 1999).
----------------------------------------------- Insert Figure 1 here ------------------------------------------------
1.4.1 VR features: Representational fidelity and immediacy of control
Research has shown that simulation features play a significant role in mediating the
experience of learning and interaction, which in turn improves educational outcomes (Choi & Baek,
2011; Dalgarno & Lee, 2010; Lee et al., 2010). For instance, Lee et al. (2010) investigated how
desktop VR affects cognitive outcomes, and found representational fidelity and immediacy of
control (i.e. VR features) to be directly and indirectly linked to a number of non-cognitive outcomes
(e.g. motivation, presence, usability etc.), which in turn affected students cognitive outcomes.
Similarly, Choi and Baek (2011) used a desktop VR simulation to identify media characteristics
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which influence students experience of flow while learning in a VE. Using exploratory factor
analysis and multiple regression analysis Choi and Baek (2011) found representational fidelity and
interactivity (i.e. variables of ‘control’ and immediacy’ combined) to be linked with students’
experience of flow. Lastly, through a review of the existing literature Dalgarno and Lee (2010) also
identified representational fidelity and learner interaction as two important factors for learning in
VEs. According to Witmer and Singer (1998) , the factors which influence the experience of
learning and interaction are control factors (i.e., the amount of control that users have in the VE)
and realism factors (i.e., the degree of realism of the objects and situations in the environment).
Consistent with previous studies (e.g., Lee et al., 2010), this study operationalized the realism
factors as representational fidelity and the control factors as the immediacy of control.
Representational fidelity is characterized by the degree of realism offered by the 3-D images and
scene content, the degree of realism provided by smooth object and view changes, and the degree of
consistency in object behavior (Dalgarno & Lee, 2010). Immediacy of control refers to the user’s
ability to change his or her point of view, as well as the ability to manipulate and interact with
objects within the VE (Lee et al., 2010).
1.4.2 Usability: Perceived usefulness and perceived ease of use
Usability is a dependent variable that is influenced by both the VR features of the VE and an
independent variable that influences the affective and cognitive factors in the framework. Previous
research has identified perceived usefulness and perceived ease of use as important components that
influence students’ interactional experiences when using educational technology (Salzman et al.,
1999). Perceived usefulness refers to the degree to which students believe that using the platforms
will enhance their performance. Perceived ease of use was defined as the degree to which students
believe that using the platforms is easy or difficult (Davis, 1989).
1.4.3 Affective factors
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Presence, intrinsic motivation, enjoyment, and control and active learning are the affective
factors used in this study. Presence is defined as the psychological state in which the virtuality of
the experience goes unnoticed (Lee, 2004). According to Witmer and Singer (Witmer & Singer,
1998), both involvement (i.e., focusing one’s attention on a coherent set of stimuli) and immersion
(i.e., perceiving oneself as enveloped by, included in, and interacting with a VE) are necessary to
experience presence (Schuemie, van der Straaten, Krijn, & van der Mast, 2001). Intrinsic
motivation is defined as performing an action for the inherent satisfaction of the performance itself
(Deci, Vallerand, Pelletier, & Ryan, 1991; Ryan & Deci, 2000). Intrinsic motivation has often been
linked to positive educational outcomes including those with regard to attention, effort, behavior,
and grades (Hardré & Sullivan, 2008; Linnenbrink & Pintrich, 2002). Perceived enjoyment is the
degree to which a student finds a VE pleasant, fun, and enjoyable (Tokel & İsler, 2015). Control
and active learning refer to the amount of autonomy available in a VE, which allows the students to
actively take control of their own learning experience.
1.4.4. Cognitive factors
Cognitive factors in this framework include cognitive benefits, and reflective thinking.
Cognitive benefits are described as improved understanding and application as well as a more
positive perception of the learned material (Lee et al., 2010). Finally, Dewey (1933, p. 9) defined
reflective thinking as the “active, persistent, and careful consideration of any belief or supposed
form of knowledge in the light of the grounds that support it and the conclusion to which it tends”.
1.4.5 Outcome variables
The dependent outcomes of the proposed framework were behavioral intentions,
satisfaction, and perceived learning. Behavioral intentions are the degree to which the student
intends to use the simulation for learning in the future. Satisfaction refers to the degree to which the
student finds the simulation satisfactory, while perceived learning represents the degree to which
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the student perceives the simulation as educational. These outcome variables were included in the
framework because previous studies identified these factors as specifically relevant when using VR
technology in an educational context (Lee et al., 2010).
2. Materials and Methods
2.1.1 Sample
The sample consisted of 104 students (39 females and 65 males; average age = 23.8 years)
from a large European university. All participants were provided with written and oral information
describing the research aims and the experiment before participation. Written consent was collected
from all participants in accordance with the ethical regulations of the Health Research Ethics
Committee in Denmark.
2.1.2 Procedure
The experiment used a crossover repeated-measures design that involved all of the
participants using both the immersive VR (Samsung Gear VR with Samsung Galaxy S6) and the
desktop VR version of a virtual laboratory simulation (on a standard computer). The participants
were randomly assigned to two groups: the first used the immersive VR followed by the desktop
VR version, and the second used the two platforms in the opposite sequence. Both groups began
with a preliminary test to measure their individual background information. The participants had a
maximum of 20 minutes to play the virtual simulation on each platform to enable comparability.
After using each virtual simulation platform, the participants completed a survey that measured
their experience of playing the simulation on a specific platform.
2.1.3. Survey
The survey included demographic questions such as age, gender, and year of study in
addition to items measuring the 13 constructs used in this study. A full list of items and the source
of the scale is included in Appendix 1. Representational fidelity was measured with three items
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adapted from Lee et al. (2010; e.g., The realism of the 3-D helps enhance my understanding).
Immediacy of control was measured with four items adapted from Lee et al. (2010; e.g., The ability
to manipulate the objects in real time helps to enhance my understanding). Perceived usefulness
was measured with four items adapted from Davis (1989; e.g., This type of virtual reality/computer
simulation is useful in supporting my learning). Perceived ease of use was measured with four items
adapted from Davis (1989; e.g., Overall, I think that this type of virtual reality/computer program is
easy to use). Presence was measured with 10 items adapted from Sutcliffe, Gault, & Shin (2005;
e.g., My experiences in the virtual environment seemed consistent with real world experiences).
Motivation was measured with seven items adapted from Lee et al. (2010; e.g., I would describe the
virtual laboratories as very interesting). Perceived enjoyment was measured with three items
adapted from Tokel and İsler (2015; e.g., I have fun using virtual reality/computer simulations).
Control and active learning was measured with five items adapted from Lee et al. (2010; e.g., This
type of virtual reality/computer program allows me to have more control over my own learning).
Cognitive benefits was measured with four items adapted from Lee et al. (2010; e.g., This type of
virtual reality/computer program makes the comprehension easier). Reflective thinking was
measured with four items adapted from Lee et al. (2010; e.g., Virtual reality/computer simulations
enable me to reflect on how I learn). Perceived learning was measured with eight items adapted
from Lee et al. (2010; e.g., I gained a good understanding of the basic concepts of the materials).
Satisfaction was measured with seven items adapted from Lee et al. (2010; e.g., I was satisfied with
this type of virtual reality/computer-based learning experience). Behavioral intention to use was
measured with four items adapted from Tokel & İsler (2015; e.g., I would use virtual
reality/computer simulations frequently in the future). All of the items were scored on a five-point
Likert scale ranging from (1) strongly disagree to (5) strongly agree.
2.1.4. Statistical analyses
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Statistical analyses were performed using IBM SPSS version 23.0 and Mplus version 7.31
(Muthén, and Muthén, 2012). The items were treated as ordinal variables and are reported using the
following goodness-of-fit indices according to Hu and Bentler (1999): the comparative fit index
(CFI), the Tucker-Lewis Index (TLI), and the root mean square of approximation (RMSEA).
Acceptable fits were indicated by CFI and TLI scores ≥ 0.90 and an RMSEA score ≤ 0.06.
2.1.5. VR learning simulation
The VR learning simulation used in this experiment was developed by the company Labster
and designed to facilitate learning within the field of biology at a university level. The VR
simulation was based on a realistic murder case in which the participants were required to
investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech
laboratory in order to identify and implicate the murderer (see Labster, 2017 for a video description
of the simulation).
The main learning objective was to develop an understanding of DNA profiling and small
tandem repeats. The VR simulation started off with the user being introduced to a crime scene.
After investigating the crime scene and collecting blood samples, the user accesses a virtual
laboratory to perform a DNA analysis. In the virtual laboratory a PCR kit, purified DNA from the
crime scene, and a full lab bench set up are available to the user. Once in the laboratory the user is
asked to mix the correct reagents and perform a PCR in the PCR-machine. Next the user has to run
a gel on the collected sample and compare the patterns emerging on the gel with other already
prepared samples from suspects. Finally, the user is asked to identify the murderer.
The VR simulation utilized an inquiry-based approach (Bonde et al.,, 2014), allowing the
user to virtually work through the procedures of DNA analysis by using and interacting with the
relevant laboratory equipment. Furthermore, the simulation was designed based on the guided
activity principle (Moreno & Mayer, 2007), so that the user received step-by-step guidance from a
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virtual female laboratory assistant. According to the guided activity principle, students learn more
when they have the opportunity to interact with a pedagogical agent who guides their learning
(Mayer, 2004). The theoretical background for the guided activity principle is that prompting
students to actively engage in selection, organization, and integration of information stimulates
essential and generative processing (Moreno & Mayer, 2007).
The VR simulation used in this study included several different forms of interactivity: i.e.
dialoguing, manipulating, and controlling (Moreno & Mayer, 2007). In the simulation dialoguing
was achieved through an interaction with the female laboratory assistant and through optional
selection of additional information through Wiki-links. Manipulation was attained through the
opportunity to control and move objects around the screen. Moreover, the user had to find the
appropriate tools and prepare them correctly. Lastly, controlling was achieved by letting the user
decide when to proceed with the experiment, and by letting the user choose whether to read
additional information. The desktop VR version of the simulation was optimized for a computer
screen presentation, while the immersive VR version was optimized for immersive VR.
2.1.6 Apparatus.
The desktop VR version of the simulation was administered on a high-end laptop with a
15-inch screen. A standard touchpad was used by the participants to control input in the PC
condition. The participants used the touchpad to both navigate from the different static points of
view and to select answers to multiple-choice questions. In general, the touchpad functioned as a
way to select which object the participant wanted to interact with through cursor movement and
left-clicks.
In the immersive VR condition the simulation was administered using Samsung Galaxy
S6 phones, and stereoscopically displayed through a Samsung GearVR head-mounted display
(HMD). This condition requires the participants to use the touchpad on the right side of the
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HMD, in order to select which objects to interact with. In this condition head movement is used
to move the participant’s field of view and the centered dot-cursor around the dynamic 360-
degree VE.
3. Results
The structural validity of the scales used in the study was assessed using confirmatory factor
analysis prior to conducting any analyses. The results indicated that two items from the presence
scale had non-significant loadings to the latent construct. An acceptable fit was obtained for the
model after eliminating these two items (CFI = 0.96, TLI = 0.95, RMSEA = 0.05) indicating that
the remaining items measured the intended constructs as hypothesized (items and their standardized
loadings are presented in Appendix 1). The scales used in this study also had an acceptable level of
reliability, with Cronbach’s alpha values ranging from 0.69 to 0.91 (see Table 1).
3.1. Is there a difference between using immersive VR as a platform for virtual learning
simulations as compared with desktop VR?
Paired-samples t-tests were conducted to investigate if significant differences were present
between the two platforms on each of the constructs used in this study. The mean values, standard
deviations, reliability coefficients, t-values, p-values, and effect sizes of the differences are reported
in Table 1. The results showed that significant differences were found between the two platforms on
11 of the 13 constructs. The largest differences (effects sizes over .8) were found for the variables
of presence (d = 1.67), motivation (d = 1.28), immediacy of control (d = .99), and enjoyment (d
= .94). Therefore, we conclude that the emotional value of the immersive VR version of the
learning simulation is significantly greater than the desktop VR version. This is a major empirical
contribution of this study.
----------------------------------------------- Insert table 1 here ------------------------------------------------
Immersive Virtual Reality in Education 18
3.2. What is the process by which the level of immersion in a VR simulation impacts outcomes
including satisfaction, perceived learning, and intentions to use the simulation?
The relationships between the constructs in the a-priori model presented in Figure 1 were
investigated by conducting SEM. The fit of this model was almost acceptable (CFI = 0.90, TLI =
0.90, RMSEA = 0.07). Therefore, adjustments were made to the a-priori model iteratively because
there were several non-significant loadings. Each of these paths was evaluated and removed step by
step, resulting in a simplified model containing significant loadings only. Furthermore, the iterative
analyses made it clear that presence did not predict the outcome variables as anticipated by the a
priori model, but rather played a mediating role between the simulation platform
(immersive/desktop VR) and VR features on the one hand, and motivation and enjoyment on the
other, to predict the outcomes. These changes were made and an acceptable fit was obtained for the
final model shown in Figure 2 (CFI = 0.91, TLI = 0.91, RMSEA = 0.06). Figure 2 only shows the
significant (i.e., p < 0.01) unstandardized path coefficients according to Mplus. The results indicate
that the level of immersion in the science learning simulation (immersive/desktop VR) predicted
perceived learning outcomes indirectly as expected in our a priori model; however, not all of the a
priori predictions were significant. The results show two distinct paths between the level of
immersion in the virtual learning simulation and perceived learning outcomes: these are labeled the
affective and the cognitive paths. This is another major empirical contribution of this study.
----------------------------------------------- Insert figure 2 here ------------------------------------------------
3.2.1. The affective path:
The most direct path in our final model showed that the increased immersion in the VR
simulation leads to greater VR features and usability, and a higher sense of presence. This makes
the experience more fun and motivating, resulting in higher perceived learning outcomes.
Immersive Virtual Reality in Education 19
In other words, the simulation platform (immersive VR/desktop VR) was a significant
antecedent to presence (beta = -.52, p < .001) and VR features (beta = -0.31, p < .001), but was not
significantly related to any other construct directly. Given that the variable was coded 0 for
immersive and 1 for desktop VR, the negative relationship indicates that the desktop VR version
was associated with lower levels of presence and VR features. VR features was a significant
antecedent to presence (beta = .21, p < .001), control and active learning (beta = 0.32, p < 0.001),
and usability (beta = .11, p < .001). Also, usability was a significant antecedent of presence (beta
= .36, p < .001), motivation (beta = .28, p < .001), enjoyment (beta = .20, p < .001), and control and
active learning (beta = 0.62, p < 0.001). Furthermore, presence played an unexpected role in
predicting the outcomes in the study. Although presence did not directly predict the outcomes, it
was a strong significant antecedent to both motivation (beta = 0.68, p < 0.001) and enjoyment (beta
= 0.63, p < 0.001). Motivation (beta = .41, p < 0.001), and enjoyment (beta = 0.15, p < 0.001) were
in turn significant antecedents of the perceived learning outcomes in the study. Furthermore, control
and active learning was also a significant antecedent of perceived learning outcomes (beta = 0.23, p
< 0.001).
3.2.2. The cognitive path:
A secondary path from the increased immersion in the VR simulation to the outcomes in this
study went through the constructs of VR features and usability, then through the cognitive variable
of cognitive benefits. That is, the variable VR features was also an antecedent to cognitive benefits
(beta = 0.51, p < 0.001), and reflective thinking (beta = 0.83, p < 0.001). Usability was also a
significant antecedent of cognitive benefits (beta = 0.45, p < 0.001), but was not significantly
related to reflective thinking.
Immersive Virtual Reality in Education 20
Only one of the two cognitive variables predicted the outcomes in this study: cognitive
benefits was a significant antecedent of perceived learning outcomes (beta = 0.35, p < 0.001);
however, reflective thinking did not predict the outcomes in this study.
4. Discussion
4.1 Empirical contributions
The first main empirical contribution of this study is the finding that students prefer using an
immersive rather than a desktop VR version of a virtual learning simulation, with the largest effect
sizes observed for presence, motivation, enjoyment, and immediacy of control, as well as the
outcome variable of behavioral intentions.
The largest difference between the platforms was with regard to presence. The effect size
difference of 1.67 in favor of immersive VR is larger than the results from a recent meta-analysis
investigating the impact of immersion (e.g., immersive VR with head tracking compared to a
desktop display), which found a medium impact of immersion on presence of r =.339 (Cummings &
Bailenson, 2016). Large effect sizes were also observed with regard to the affective variables of
intrinsic motivation and enjoyment. Increasing students’ motivation to learn science has been
highlighted as one of the most important potential benefits of using simulations in education
(National Research Council, 2011). Furthermore, previous research supports the motivational value
of using desktop virtual learning simulations in education (e.g., Adams et al., 2008a, 2008b;
Makransky et al.,, 2016a,b, Thisgaard & Makransky, 2017; Edelson, Gordin, & Pea, 1999).
Therefore, the finding that the intrinsic motivation to use immersive VR as a learning platform was
higher than the desktop VR version is appealing because previous research has found that students
who are intrinsically motivated are more likely to set higher learning goals (Archer, Cantwell, &
Bourke, 1999), engage more in deep approaches to learning (Kyndt, Dochy, Struyven, & Cascallar,
2011), and have higher academic achievement (Hattie, 2009). Finally, a large effect size was found
Immersive Virtual Reality in Education 21
for the dependent variable behavioral intention. According to the technology acceptance model
(TAM), behavioral intention to use predicts actual use (Venkatesh & Bala, 2008). Several studies
have supported this notion, and the correlation between behavioral intention to use and actual use
ranges from 0.44 to 0.57 (Venkatesh & Bala, 2008). This finding suggests that immersive VR
technology could lead students to use virtual learning simulations more than a desktop VR version.
The second major empirical contribution of this paper was the finding that a structural
equation model with two general paths best describes the relationship between the level of
immersion in a VR science simulation and perceived learning outcomes.
The first path is the affective path. Presence played a key role in the affective path and was
directly affected by the VR platform, VR features, and usability. These results are consistent with
previous research which has proposed that presence is influenced by control factors, realism factors,
distraction factors, and sensory factors which result from the VR platform (Lee et al., 2010; Witmer
& Singer, 1998; Makransky, Lilleholt, & Aaby, 2017). However, unlike the results from a previous
study by Lee et al. (2010), who found that presence directly predicted perceived learning outcomes
using desktop VR, the findings of this study indicate that presence plays a mediating role in this
relationship. Specifically, presence predicts students’ intrinsic motivation and enjoyment, which in
turn predict the outcomes of behavioral intention, perceived learning, and satisfaction. Intrinsic
motivation was the strongest predictor of the outcomes of the study, which is consistent with
previous studies which have found that intrinsic motivation is important for predicting educational
outcomes. This suggests that these findings can also be generalized to immersive VR environments
(e.g., Archer et al., 1999; Deci, Vallerand, Pelletier, & Ryan, 1991; Hattie, 2009; Kyndt et al.,
2011).
Control and active learning also predicted the perceived learning outcomes in this study.
One of the key factors in designing educational technology is for design features to support the
Immersive Virtual Reality in Education 22
learners’ sense of autonomy, or control over their environment (Pekrun & Stephens, 2010). In this
study immediacy of control was one of the variables in which the largest differences were observed
between the immersive VR and desktop VR versions of the simulation. Therefore, the results
suggest that immersive VR can increase perceived learning outcomes by affording learners a higher
sense of autonomy through better control over the environment.
The second path was the cognitive path. In this path the variable cognitive benefits played
an important mediating role between the learning platform and perceived learning outcomes. Most
educational theories include cognitive benefits as being central to the learning process (e.g. Mayer,
2009; Norman, 1993); therefore, this finding is consistent with the expectation that students are
willing to exert more cognitive effort when they can see the value of the lesson. Finally, reflective
thinking did not predict the perceived learning outcomes in this model, and did not differ
significantly between the immersive and desktop VR platforms. This is consistent with learning
theories which suggest that more immersion can increase, but also impede reflective thinking. For
instance, the cognitive theory of multimedia learning (Mayer, 2009) and cognitive load theory
(Sweller, Ayres, & Kalyuga, 2011) suggest that immersive VEs could foster generative processing
by providing a more realistic experience (Slater & Wilbur, 1997). However, they also suggest that
any material that is not related to the instructional goal should be eliminated in order to eliminate
extraneous processing (Moreno & Mayer, 2002).
4.2 Theoretical contributions
What is the theoretical explanation for the results favoring the immersive VR version of
the simulation in this study? CVTAE suggests that when a learning activity (e.g., VR simulation)
is positively valued, and the activity is perceived as being sufficiently controllable, enjoyment is
instigated. The immersive VR simulation leads to a higher level of enjoyment because the VR
features (representational fidelity and immediacy of control) were greater, resulting in a higher
Immersive Virtual Reality in Education 23
sense of presence. Enjoyment is one component in fostering a sense of engagement and flow
(Csikszentmihalyi, 2000), which can provide a sense of perceived learning and satisfaction. A
learning activity which is positively valued can also be attractive; and students would have
positive intentions about participating in similar activities.
Furthermore, the cognitive affective model of learning with media (Moreno & Mayer,
2007) suggests that immersive VREs could foster generative processing by providing a more
realistic experience, which would result in a higher sense of presence (Slater & Wilbur, 1997)
and a higher level of generative processing. This is supported by the interest theories of learning
starting with Dewey (1913), who argued that students learn through practical experience in
ecological situations and tasks by actively interacting with the environment. The finding that the
increased immersion can lead to positive educational outcomes is specifically relevant for
immersive VR because the sense of presence experienced by the student can have a powerful
emotional impact (Milk, 2015).
4.3. Practical contributions
The findings of this study suggest that immersive VR has significant potential for use in
simulations and other e-learning applications because immersive VR is superior to desktop VR
in arousing, engaging, and motivating students. Furthermore, the relationships found in this study
provide a better understanding of how technology features and students’ interactive experiences
can influence important affective and cognitive factors, as well as how these relationships predict
important educational outcomes.
The results can guide instructional design decisions when developing VR learning
environments. It is clear from the results that VR features – specifically, immediacy of control –
seems to be an important factor to take into account in designing VEs. The immersive VR version
of the simulation was perceived to have a significantly higher level of immediacy of control as
Immersive Virtual Reality in Education 24
compared with the desktop VR version. This was probably because the immersive VR simulation is
controlled through head-motion tracking, so when users move their heads to look around they move
their field of view inside of the virtual 360-degree environment correspondingly (Moreno & Mayer,
2002). This seems to be important for making learners feel that they have a greater sense of control
and autonomy in the learning process. On the other hand, the control mechanism in the immersive
VR version of the simulation was still quite primitive. The technology used was the Samsung Gear
VR, which requires the learner to use a touchpad on the right side of the HMD in order to select
which objects to interact with in the lab. The simulation in this study was designed to create a
setting wherein students could perform an experiment in which they could manipulate different
items in a lab using two hands which are controlled by the touchpad. However, several participants
commented that the touchpad was not intuitive. More advanced VR technology would thus likely
afford more natural control systems and even higher levels of immediacy of control.
Usability also played an important role in the model. Usability was a significant antecedent
of five of the six affective and cognitive variables included in the study. The simulations used in
this study functioned with few technical difficulties. This is reflected by the high level of perceived
ease of use among students. Therefore, the high level of usefulness and perceived ease of use
suggests that technological factors did not distract students during the learning process.
The results of the study point to two general means of impacting learners’ satisfaction,
perceived learning outcomes, and intention to use VR learning environments. The first is to design
VR environments that are enjoyable and motivating by creating a high level of usability and good
VR features, which give students a sense of presence. The second is to ensure that students have a
high level of autonomy through a sense of control and active learning, and to make sure that
students see the cognitive benefits of the VR lesson.
4.4 Limitations and future directions
Immersive Virtual Reality in Education 25
One limitation of this study was that most of the participants had never tried immersive
VR before; therefore, the positive results favoring the immersive VR platform might be partly
due to the novelty of the technology. Interest theories such as the four phase theory of interest
development (Renninger & Hidi, 2016) posit that learning activities can spark situational
interest, but that this does not necessarily develop into well-developed individual interest. The
potential of immersive VR has in sparking situational interest could fade as the technology
becomes more widely used. It is therefore important to develop an understanding of how to
design instructional content that leads to positive emotional as well as cognitive outcomes, rather
than relying on the technology. Because research on the use of VR technology in education is in
its infancy, the list of future research topics is substantial. One promising future direction is to
replicate the results in this study among students who are more familiar with immersive VR.
Another limitation in this study was that the outcome variables only included self-report
measures rather than objective measures of learning such as retention or transfer, or objective
measures of affect. Future research should include objective measures of cognitive and
emotional constructs including tests of retention and transfer, as well as physiological measures
of affect such as analyses of facial expressions or galvanic skin response (e.g., Picard et al.,
2004; Kai et al., 2015). A further limitation in this study is that the sample size was quite small in
regard to the number of factors that were used in the structural equation model. Future research
should investigate if the results generalize to larger samples, and other VR content. Future
research should also investigate the long-term potential benefits and consequences of using
immersive VR in education. In addition, it is important to investigate how individual
characteristics such as prior knowledge, age, gender, and culture influence the process of
learning in VR environments. The potential negative side effects of using immersive VR (e.g.,
motion sickness and nausea) should also be considered. Finally, future studies should investigate
Immersive Virtual Reality in Education 26
the potential use of immersive VR for organizational training (e.g., competency devolvement and
continuing education) and in other fields.
Immersive Virtual Reality in Education 27
Acknowledgements
We would like to thank Malene Thisgaard and Josefine Pilegaard Larsen for their
extensive work related to collecting data for this study. We would also like to thank Ainara
Lopez Cordoba and her team from Labster for their work related to preparing the two versions of
the Crime Science Investigation Virtual Lab used in this study.
Immersive Virtual Reality in Education 28
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Table 1: Mean values, standard deviations, reliability coefficients, p-values, and effect sizes of the differences between the immersive VR and desktop VR versions of the simulation for each construct used in the study
Immersive VR Desktop VRScale Mean SD Reliability Mean SD Reliability p-value Effect size
VR features
Representational fidelity
3.83 0.79 .81 3.32 0.94 .87 t = 6.01 (100) p < .005
0.59
Immediacy of control
4.04 0.61 .82 3.38 0.72 .83 t = 9.54 (100) p < .005
0.99
Usability
Perceived usefulness 3.87 0.69 .87 3.63 0.75 .88 t = 3.42 (100) p < .005
0.33
Perceived ease of use
4.30 0.64 .82 3.98 0.75 .87 t = 4.65 (100) p < .005
0.46
Psychological factors
Presence 4.08 0.48 .78 3.10 0.68 .77 t = 14.5 (100) p < .005
1.67
Motivation 4.14 0.59 .87 3.30 0.72 .91 t = 11.9 (100) p < .005
1.28
Enjoyment 4.29 0.64 .83 3.63 0.76 .90 t = 7.72 (100) p < .005
0.94
Cognitive benefits 3.70 0.66 .81 3.46 0.69 .83 t = 3.19 (100) p < .005
0.36
Control and active learning
4.05 0.68 .82 3.66 0.67 .78 t = 5.94 (100) p < .005
0.58
Reflective thinking 3.56 0.69 .82 3.45 0.58 .69 t = 1.83 (100) p = .071
0.17
Learning outcomesBehavioral intention to use
4.10 0.73 .83 3.53 0.71 .80 t = 6.95 (100) p < .005
0.79
Perceived learning effectiveness
3.72 0.69 .89 3.56 0.55 .83 t = 2.48 (100) p = .015
0.26
Satisfaction 3.84 0.64 .86 3.50 0.66 .87 t = 4.75 (100) p < .005
0.52
*p-values in bold indicate significant results after a Bonferroni correction at alpha = 0.05/13 = .004. **Effect sizes were calculated using Cohen’s d.
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Figure 1: A-priori model
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Figure 2: Final model with significant unstandardized path coefficients
Immersive Virtual Reality in Education 41
Appendix
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